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chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references * merge
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@@ -4,11 +4,11 @@
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#include "Game.h"
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#include "Logger.h"
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void AttackDelayBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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void AttackDelayBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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uint32_t handle{};
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if (!bitStream->Read(handle)) {
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LOG("Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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if (!bitStream.Read(handle)) {
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LOG("Unable to read handle from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
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return;
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};
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@@ -17,10 +17,10 @@ void AttackDelayBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
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}
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}
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void AttackDelayBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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void AttackDelayBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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const auto handle = context->GetUniqueSkillId();
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bitStream->Write(handle);
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bitStream.Write(handle);
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context->foundTarget = true;
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@@ -31,11 +31,11 @@ void AttackDelayBehavior::Calculate(BehaviorContext* context, RakNet::BitStream*
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}
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}
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void AttackDelayBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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void AttackDelayBehavior::Sync(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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this->m_action->Handle(context, bitStream, branch);
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}
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void AttackDelayBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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void AttackDelayBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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PlayFx(u"cast", context->originator);
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this->m_action->Calculate(context, bitStream, branch);
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